The Dreamweavers of Lùnastaloch

come back to a new edition of Fables and Legends. This time for a change of pace I present to you an adventure that plays with both fairytale tropes and the alien and often nonsensical morality of the fey folk. The players will descend into a world shaped by dream logic as they try to save the village of Lùnastaloch from self-destruction.

Adventure background

In the village of Lùnastaloch, nestled in the foothills above the feysea, an unsettling phenomenon has gripped the community. A mysterious plague of shared dreams has plagued the villagers, laying bare their most intimate secrets and scandalous confessions. The once harmonious and tight-knit community now finds itself on the brink of chaos as trust erodes and tempers flare.

Mayor Eilian, an elderly and wise satyr, struggles to maintain order and prevent the village from self-destructing. The delicate balance between the material world and the Feyrealm is at risk, and the normally serene atmosphere of Lùnastaloch is disturbed by the dissonance of conflicting dreams.

Unbeknownst to the villagers, the source of their collective dreams lies in the nearby Feyrealm. A small family of dreamweavers, typically among the most benign of fey creatures, has unknowingly drifted into proximity with Lùnastaloch. These dreamweavers, resembling spiders with human faces and hands at the end of their eight arms, are artists and auteurs of the dream world.

Dreamweavers catch fleeting thoughts, whims, and dreams, weaving them together into a grand tapestry of the subconscious. Vivid dreams experienced by individuals are often the delicate handiwork of these fey artisans. However, the current surge in shared dreams has left the dreamweavers perplexed but ultimatly indifferent. Oblivious to the turmoil they’ve caused in the material realm, they remain focused solely on their craft, driven by an insatiable desire to create art from the dreams they harvest.

As the village grapples with the unintended consequences of the dreamweavers’ presence, Mayor Eilian seeks the aid of adventurers to unravel the mystery, restore peace to Lùnastaloch, and perhaps discover the cause behind the extraordinary influx of dreams.

Hooks

Royal Diplomacy and Fey Turmoil

The players, esteemed as top nobles and close friends of King Frederick of Bergherz, find themselves summoned to the royal court. King Frederick, concerned about the stability of the Märchenweltgrenze, reveals an urgent request for aid from Mayor Eilian of Lùnastaloch. Shared dreams, laden with scandalous revelations, are wreaking havoc in the peaceful village. The king entrusts the players with a crucial diplomatic mission to investigate the situation, restore order, and ensure that the Feyrealm’s influence doesn’t spill over into the heart of esteemed. The players embark on a journey to Lùnastaloch, navigating the delicate politics of the fey and the material realm while attempting to untangle the web of dreams strangling the village.

Bonds of Kinship

Unbeknownst to the players, friends or family members have settled in the quaint village of Lùnastaloch. News of the turmoil reaches them through a heartfelt letter or a magical missive, detailing the distressing effects of the shared dreams on the community. The players learn that someone close to them—a sibling, a childhood friend, or a beloved mentor—implores them to intervene and save the village from tearing itself apart.

Adventure Begins

As the players make camp near Lùnastaloch, a subtle magic permeates the air, and the boundary between wakefulness and slumber becomes blurred. As they drift into a seemingly peaceful sleep, they find themselves in a shared dreamscape that melds their memories into a surreal tapestry of emotions and secrets.

The dream is vivid, each player’s consciousness weaving seamlessly into a collage of past experiences, both joyous and painful. However, the dream is selective, focusing on secrets the characters have been keeping from one another—confessions, regrets, and hidden fears. The dream aims to provoke conflict and challenge the bonds that hold the party together.

In this shared dream, the players are lucid, able to explore the dreamscape freely. Scenes from their past unfold around them, and the players have the agency to interact with the dream environment. The DM should tailor the dream to fit the specific dynamics and backstories of the party, bringing forth unresolved tensions and buried emotions.

As the players navigate the dream, allow them to uncover fragments of each other’s secrets, creating an atmosphere of suspense and revelation. The dreamweavers, still unaware of the consequences of their actions, continue to harvest these emotional threads, amplifying the shared dreams that have plagued Lùnastaloch.

Decide when the players wake up based on the narrative flow, perhaps as dawn breaks or when the dream reaches a critical juncture. When they awaken, describe the lingering sensations of the dream, the emotions still echoing in their minds. Encourage a moment of bewilderment and curiosity among the players as they grapple with the shared experience.

The Arrival in Lùnastaloch

Read the following aloud when they reach town.

As you ride into Lùnastaloch, the air is thick with tension. The usually tranquil village square is transformed into a chaotic battleground of words and flying produce. Shouts and accusations fill the air, creating a dissonant cacophony that assaults your senses. People, both mortal and fey, are locked in heated arguments, their faces contorted with anger and confusion. A tomato sails through the air, narrowly missing your heads, and splatters against the face of a puca woman. The atmosphere is charged with hostility, and you find yourselves in the midst of a brewing storm of conflict.

Roleplaying Mayor Eilian:

Mayor Eilian approaches the players, panting heavily as he leans on his staff for support. His furrowed brow and weary eyes betray the stress etched across his elderly features.

Mayor Eilian: (spoken with urgency) “Ah, my friends, I’m grateful you’ve arrived. The village is on the verge of chaos, and I fear we’ve stumbled into a predicament of otherworldly origins. I’ve been trying to quell the tensions, but it seems every whispered secret has become a weapon in this turmoil.”

Roleplay Tips:

  • Mayor Eilian is visibly distressed and struggling to maintain order. Encourage the players to sense the gravity of the situation through his weary demeanor.
  • He’s uncertain about the cause of the shared dreams but suspects a connection to the feyrealm. Mayor Eilian urges the players to investigate and restore peace to Lùnastaloch.
  • As the chaos unfolds around him, Mayor Eilian remains composed and pragmatic. He seeks the players’ assistance in resolving the fey-induced conflict.

Possible Responses:

  1. Mayor Eilian directs the players to key locations in the village where the shared dreams have caused the most strife.
  2. He advises diplomatic measures when dealing with both mortal and fey residents, emphasizing the delicate balance between the two realms.
  3. Express Mayor Eilian’s gratitude for the players’ intervention and willingness to tackle the mysterious fey influence that plagues Lùnastaloch.

Encourage the players to respond to the chaos around them and to decide on a course of action in this volatile situation.

The Dreamweaver’s Trail

As the players delve into the hunt for the source of the shared dreams, the bustling chaos of Lùnastaloch gradually fades as they follow a trail of fey magic. The air becomes tinged with a subtle, otherworldly energy, and the usual sounds of the village give way to an eerie stillness.

Skill Checks and Spell Outcomes:

  1. Investigation (DC 15): A thorough search of the village square reveals faint traces of fey magic leading towards the outskirts. Success unveils subtle disturbances in the fabric of reality, pointing the players in the right direction.
  2. Nature (DC 14): Examining the flora along the path, the players notice an unusual enchantment affecting the plants. Success reveals that the fey magic originates from the nearby Feyrealm, intertwining with the material world.
  3. Arcana (DC 16): Detecting residual magical auras in the air, the players can discern the unique signature of dream magic. Success allows them to trace the lingering magic to a specific location within the village.
  4. Survival (DC 12): Following the emotional currents left by the shared dreams, the players can track the subtle disturbances in the Feyrealm’s essence. Success leads them deeper into the fey-infused territory.
  5. Detect Magic Spell: Casting Detect Magic reveals a faint but distinct aura emanating from the bottom of the town well. The magic resonates with illusion and enchantment, suggesting a portal to the Feyrealm.

Outcome:

Upon successfully navigating the Dreamweaver’s Trail, the players find themselves at the town well—a seemingly ordinary structure now revealed to be a gateway between worlds. The well, once a source of life-giving water, now resonates with fey energy. Read the following aloud

As you approach the town well, the air hums with a subtle yet enchanting energy. The once-clear water in the well appears to shimmer with an otherworldly glow. Faint whispers emanate from the depths below, and the feeling of being watched sends shivers down your spine.

The Dreamweavers Mist-Laden Grove

As the players descend into the well, the transition from Lùnastaloch to the Feyrealm is immediate and palpable. Emerging on the other side, they find themselves in a mystical grove enveloped in an ethereal mist. The air is thick with the remnants of discarded dreams, forming an otherworldly forest of nightmarish visions.

Read Aloud Text:

As you step out from the well, the world transforms before your eyes. The vibrant colors of Lùnastaloch give way to a anddreamscape of muted hues and shifting shadows. The air hangs heavy with an otherworldly mist, swirling around you like ephemeral spirits. In every direction, twisted trees rise from the ground, their branches reaching out like skeletal fingers. This is the Mist-Laden Grove, the borderland between reality and the dreams the fey have abandoned. The ground beneath your feet feels both solid and insubstantial, as if you’re walking on the boundary between the material and ethereal realms. The soft whispers of the mist carry with them echoes of dreams, both beautiful and haunting. Ahead, the grove beckons, its twisted trees forming a natural gateway to the heart of the Dreamweavers’ lair.

The Distorted Clearing

As the players step into the Mist-Laden Grove, they find themselves in a peculiar clearing, where the very fabric of reality seems to warp and weave. The air is thick with the remnants of discarded dreams, creating an unsettling ambiance. Suddenly, the clearing stretches and contracts, distorting the space around them.

Read Aloud Text:

The clearing before you undulates like a living thing, its dimensions stretching and contracting in a rhythmic dance. Trees warp and twist as if caught in the throes of an otherworldly trance. The mist swirls with increased intensity, casting eerie shadows that seem to reach out like grasping hands.

As the space distorts, shadowy figures emerge from the mist. Nightmare Kin, both in the form of wolves and twisted humanoids, shamble into view. Their forms shift and blur with the warping of the clearing, making them all the more menacing.

Creatures:

  • 2 Nightmare Kin – Wolf Form
  • 2 Nightmare Kin – Humanoid Axeman

Initiative: Roll initiative for the players and the Nightmare Kin.

Terrain Feature: Distorted Clearing: At the beginning of each round, roll a d6 to determine the effects of the clearing’s distortion:

  1. The clearing stretches along the x-axis.
  2. The clearing contracts along the x-axis.
  3. The clearing stretches along the y-axis.
  4. The clearing contracts along the y-axis.
  5. The clearing stretches along both axes.
  6. The clearing contracts along both axes.

The stretching or contracting lasts until the start of the next round and affects the movement and positioning of creatures within the clearing.

Tactics:

  • The Nightmare Kin – Wolf Form use their speed and agility to harry the players, moving in and out of the shadows created by the warping clearing.
  • The Nightmare Kin – Humanoid Axeman employ hit-and-run tactics, using cover provided by the distorted environment to throw nightmare blobs and strike with their axes.

The Mirror Wall of Haunting Reflections

As the players approach the mirror wall, the reflections of figures from their past materialize, their faces contorted with judgment and disdain. The air is thick with a palpable tension as the mirror reveals not only the images but also the words and secrets these spectral figures hold.

Read Aloud Text:

Before you stands an imposing mirror, stretching from floor to ceiling and wall to wall. Instead of reflecting your own images, the mirror conjures the faces of individuals from your past, those who once held power over you or sought to torment your soul. Their eyes bear into yours, filled with judgment and malice. A disconcerting hush hangs in the air, broken only by the faint whispers of secrets that dance on the edge of hearing.

The Puzzle: Unveiling the Truths of Dreams

This puzzle revolves around embracing the dream logic inherent in the fey realm, where reality is malleable and the boundaries between perception and truth blur. The players must navigate the Mirror Wall by challenging the illusions presented and finding the truth within their own dreams.

Solution:

  1. Acceptance and Recognition:
    • The players must first recognize that the figures in the mirror are projections of their own fears, guilt, or insecurities, shaped by their past experiences.
    • Each player must choose to confront one of the reflections, acknowledging the emotions tied to that particular figure.
  2. Embrace Vulnerability:
    • Instead of defending themselves, players must openly admit to the truths that the reflections speak. This act of vulnerability disrupts the illusions and dispels the mirage.
    • The mirrored figures will respond in unexpected ways, transforming into more benevolent or neutral versions once their power over the players is acknowledged.
  3. Reshaping Reality:
    • The mirror responds to the players’ acceptance and vulnerability by distorting its surface, warping the reflections into a more surreal dreamscape.
    • The mirror then shatters, revealing a passage through to the next part of the dreamweavers’ lair.

Consequences:

  • If players choose to resist or argue with the reflections, the mirror’s illusions intensify, making the spectral figures more aggressive and revealing even more personal secrets.
  • Embracing vulnerability and confronting the illusions weakens the hold of the mirror, allowing the players to progress.

The Gravitational Anomaly

As the players venture deeper into the Mist-Laden Grove, they come across a clearing filled with ancient ruins suspended in an erratic dance. The laws of gravity seem to have abandoned this space, leaving floating chunks of stonework at odd angles. Nightmare Kin, including a formidable Floating Mage and agile Axemen, stand confidently on these hovering platforms.

Read Aloud Text:

The once-sturdy ruins in this clearing defy the laws of nature, hanging mid-air at peculiar angles. Chunks of stone, once part of a grand structure, now float in a seemingly chaotic ballet. Nightmare Kin patrol the levitating ruins, their forms silhouetted against the misty backdrop. A Floating Mage hovers near an ancient archway, its eyes glowing with an unsettling intensity.

Creatures:

  • 1 Nightmare Kin – Floating Mage
  • 3 Nightmare Kin – Humanoid Axemen

Initiative: Roll initiative for the players and the Nightmare Kin.

Terrain Feature: Gravitational Anomaly:

  • The ruins create a three-dimensional environment where characters and creatures can move along different planes. Consider using a grid or theater of the mind to represent the irregular space.
  • Characters must make a Dexterity saving throw (DC 12) when moving between floating platforms to avoid stumbling or falling. On a failure, they fall 10 feet and take 1d6 bludgeoning damage.

Tactics:

  • The Nightmare Kin – Floating Mage utilizes its Teleport ability to move between floating platforms, casting Nightmare Bolts from advantageous positions.
  • Nightmare Kin – Humanoid Axemen leap between platforms with unnatural grace, using their Ax and Nightmare Blob attacks to engage the players.

The Grove of Judgemental Statues

As the players enter the grove, they find themselves surrounded by statues, frozen in time like twisted, silent observers. The statues bear the likenesses of people from the town, and as the players approach, the statues come to life with biting commentary, revealing secrets and passing judgment on each other.

Read Aloud Text:

The grove is filled with an eerie stillness. Statues of familiar faces, frozen in various poses, surround you. As you draw near, the statues come to life, their expressions turning scornful as they engage in whispered conversations.

Statue 1 (mockingly): “Oh, look who’s here. The heroes of Lùnastaloch. I expected more, to be honest.”

Statue 2 (sarcastically): “Well, well. The one with the secrets. You think you’re fooling anyone?”

Statue 3 (mocking laughter): “Ha! The mighty warrior. I heard you tripped over your own feet last week.”

Amidst the statues stands a stone block with a sword protruding from it. The sword seems firmly lodged, and attempts to pull it free are met with even more derisive comments from the statues.

The Puzzle: Shattering Judgement

The puzzle challenges the players to overcome the taunts of the judgmental statues and discover a more unconventional method to retrieve the sword.

Solution:

  1. Ignoring the Statues:
    • The statues’ comments are meant to distract and dishearten the players. Ignoring the taunts and refusing to engage in conversation is a valid strategy.
  2. Breaking the Stone:
    • Instead of pulling the sword, a player can attempt to push it with all their might, aiming to shatter the stone block. This requires a Strength check with a DC of 20.
    • If successful, the stone block breaks, and the sword is revealed to be a magical weapon, gleaming with fey enchantment.

Consequences:

  • Engaging with the statues may lead to more personal comments and secrets being revealed, but ultimately, the statues’ words hold no true power

Dreamcutter

Weapon (any sword), rare (requires attunement)

The Dreamcutter is a finely crafted sword with an enchantment that resonates with the ethereal nature of dreams. When wielded, it sheds a dim, otherworldly light, creating an aura of surreal luminescence around the blade.

Properties:

  • Weapon Type: Any sword (longsword, shortsword, etc.)
  • Damage: The Dreamcutter deals an additional 1d4 radiant damage on a successful hit.
  • Light: The sword sheds dim light in a 10-foot radius, creating an otherworldly glow.

Special Ability: Ethereal Strike:

  • Against ethereal creatures such as ghosts, wraiths, or other entities existing in the ethereal plane, the Dreamcutter’s damage is considered magical, even if the creature is resistant or immune to non-magical attacks.
  • The wielder gains advantage on attack rolls against ethereal creatures.

Appearance: The Dreamcutter features an intricately designed hilt adorned with fey motifs, and the blade itself seems to shift and shimmer as if it is a reflection in a pool of water.

Disjointed Confrontation

As the players approach the heart of the Dreamweavers’ lair, they find themselves faced with a pair of Ogre-sized Horrors. The battle takes place in a room where the very fabric of space has been distorted, creating a fragmented and disorienting battlefield.

Read Aloud Text:

The room before you appears disjointed, as if it were cut into pieces and haphazardly reassembled. Chunks of space hang at odd angles, and invisible rifts crisscross the area. Two massive Ogre-sized Horrors emerge from the dream-laden mist, their forms looming large within the fractured environment.

Creatures:

  • 2 Nightmare Kin – Ogre-sized Horror

Initiative: Roll initiative for the players and the Ogre-sized Horrors.

Terrain Feature: Disjointed Space:

  • The room is divided into six or seven irregularly shaped sections, each floating at different angles.
  • Invisible rifts are scattered throughout the room, allowing characters to move between sections. When a character enters a rift, they exit from a different, random rift in the room.
  • Characters that move between sections may need to make a Dexterity saving throw (DC 12) to navigate the unstable terrain without stumbling.

Tactics:

  • The Ogre-sized Horrors use their size and strength to maneuver between the floating sections, leaping across gaps and using their Nightmare Slam ability to disrupt the players.
  • Characters may need to strategize and coordinate their movements to engage the Ogre-sized Horrors effectively while navigating the disjointed space.

The Endless Web

As the players approach the edge of the creepy forest, they find themselves confronted by a peculiar and perplexing sight: a massive spiderweb suspended between two ruined castle towers. However, an uncanny spatial distortion seems to defy their attempts to reach the web and the forest’s edge. The key to progress lies in an unexpected maneuver.

Read Aloud Text:

Before you stretches an imposing sight—a colossal spiderweb woven between two ruined castle towers. Its intricacies catch the eerie glow of the Feyrealm, shimmering like a delicate tapestry of silver strands. Yet, as you advance towards it, the web seems to play tricks on your senses. No matter how far you walk, the distance to the web remains constant, and the edge of the creepy forest taunts you, always just out of reach.

The Puzzle: Backward Progression

The spatial anomaly challenges the players to think unconventionally and embrace the dream logic of the Feyrealm. Progress can only be made by stepping backward.

Solution:

  1. Walking Backward:
    • Players must choose to walk backward instead of forward. As they do so, the distance to the spiderweb and the edge of the forest paradoxically closes in, allowing them to reach their destination.
    • Walking backward is the only effective way to traverse the enchanted space.

Consequences:

  • Attempts to move forward result in an illusionary effect where the destination seems just out of reach.
  • Failure to discern the puzzle may lead to frustration or wasted time as players attempt conventional methods of approach.


The Dreamweavers’ Lair

As the players enter the clearing, the atmosphere is thick with the ethereal beauty of the Feyrealm. Before them stands a ruined castle, draped in intricate spiderwebs, and atop these webs, a quartet of dreamweavers—two parents and two children—engaged in their artistic pursuits. The air is filled with a cacophony of dreams, nightmares, and fantasies, woven into a tapestry that blankets the ruined structure.

Read Aloud Text:

Before you, a ruined castle stands, its stones obscured by the delicate threads of countless spiderwebs. Perched upon these webs like ethereal acrobats are the dreamweavers—a family of four. The parents, with spider-like grace, delicately manipulate threads, while the children toss dream-laden concoctions into the air. As you approach, one of the children, picks up a nightmare from the web and tosses it over her shoulder, narrowly misses your head. “Oh, but it’s always nightmares lately! Nothing good caught in the web!” the dreamweaver says in a pouty little girl’s voice.

With exaggerated flair and over-the-top French accents, the dreamweavers turn their attention to you, their eyes alight with curiosity and a touch of artistic whimsy.

The Dreamweavers:

  1. Madame Marceline (Mother): A slender, elegant figure with multiple spider-like appendages, dressed in flowing fabrics reminiscent of an artist’s smock.
  2. Monsieur Remy (Father): A distinguished dreamweaver with a distinguished mustache and a beret, exuding an air of artistic sophistication.
  3. Fleur (Daughter): A playful and mischievous dreamweaver child, adorned in vibrant colors and exuberance.
  4. Bastien (Son): The quiet and contemplative dreamweaver child, his demeanor hinting at a deeper understanding of the art.

Special Note for the DM: The dreamweavers are utterly absorbed in their artistic pursuits and have a genuine love for their craft. They cannot comprehend the potential harm their creations may cause. However, they are attuned to dream logic, and the DM should encourage creative and imaginative approaches from the players.

Convincing the Dreamweavers

The players’ goal is to convince the dreamweavers to either stop using the townsfolk as a source of materials or to be more conscientious about their creations. The dreamweavers are optimistic artists who view their work as a purely positive force, and convincing them may require employing dreamlike reasoning.

Possible Approaches:

  1. Invoke Empathy:
    • The players may share personal stories or experiences to evoke empathy from the dreamweavers, making them consider the impact of their creations on individuals.
  2. Appeal to Creativity:
    • Encourage the dreamweavers to channel their creativity in a way that doesn’t involve using the townsfolk as materials. Suggest alternative sources or inspire them to focus on positive and uplifting dreams.
  3. Dream Logic:
    • Leverage the dreamweavers’ understanding of dream logic. Pose hypothetical scenarios that highlight the potential consequences of their current practices, using dreamlike reasoning.
    • One potent argument is that their art is causing the townsfolk to be much more negative that they would over-wise and that is causing the surge of nightmares and negative emotions that they cannot use in their art.

Possible Obstacles:

  1. Optimistic Ignorance:
    • The dreamweavers genuinely believe in the positive nature of their creations and may resist accepting that harm could result from their art.
  2. Artistic Integrity:
    • The dreamweavers may be resistant to altering their artistic process, viewing any changes as compromising their artistic integrity.
  3. Cultural Understanding:
    • The dreamweavers are deeply entrenched in fey culture and may not fully comprehend the nuances of mortal concerns and emotions.

Possible Outcomes:

  1. Persuasion:
    • The dreamweavers may agree to modify their approach or find alternative sources for their materials if the players present compelling arguments or creatively appeal to their artistic sensibilities.
  2. Compromise:
    • The dreamweavers might agree to be more conscientious about the emotions they use, attempting to focus on positive and benign dreams, but they may not fully grasp the intricacies of mortal emotions.
  3. Resistance:
    • If the players fail to convince the dreamweavers, they may decide to continue their current practices, potentially leading to future complications in the campaign.

Rewards:

  • If successfully convinced, the dreamweavers may offer a token of gratitude, such as a piece of their fey art with positive effects.
  • The players gain a better understanding of the delicate balance between the Feyrealm and the material world.

DM Roleplaying Note: Roleplaying the Dreamweavers

Embrace the whimsy and theatricality of the Feyrealm as you bring the Dreamweavers to life. In this encounter, the dreamweavers are vibrant, over-the-top caricatures of French artists, exuding a charming mix of sophistication and comedic flair. Channel the spirit of French culture, adding a fantastical twist to their personalities. Here’s a guide to help you portray the Dreamweavers in all their whimsical glory:

  1. Madame Marceline (Mother):
  • Accent: A sultry French accent with dramatic flourishes.
  • Demeanor: Elegant and poised, yet prone to theatrical gestures. Express emotions with grand sweeps of her multiple spider-like appendages.
  • Dialogue: Use sophisticated language and sprinkle in artistic metaphors. Madame Marceline sees every interaction as a potential masterpiece.
  1. Monsieur Remy (Father):
  • Accent: A deep and hearty French accent, reminiscent of a seasoned artist.
  • Demeanor: Maintain an air of sophistication. Stroking a non-existent beard and adjusting an imaginary beret adds a touch of theatricality.
  • Dialogue: Remy speaks in riddles and artistic critiques. Everything is either a “masterpiece” or “an intriguing work in progress.”
  1. Fleur (Daughter):
  • Accent: A bubbly and playful French accent with a mischievous edge.
  • Demeanor: Fleur flits about with boundless energy. Her movements are akin to a whimsical dance, and her expressions are exaggerated.
  • Dialogue: Fleur speaks in poetic phrases and rhymes, injecting humor and whimsy into every sentence. She sees the world as a canvas for her playful imagination.
  1. Bastien (Son):
  • Accent: A thoughtful and contemplative French accent.
  • Demeanor: Bastien is the silent observer, conveying depth through expressive eyes and subtle gestures. His movements are deliberate and purposeful.
  • Dialogue: Bastien speaks in enigmatic phrases and philosophical ponderings. He’s the dreamweaver who contemplates the profound nature of dreams.

General Tips:

  • Physical Expressions: Emphasize expressive gestures, whether it’s a dramatic flourish, a theatrical bow, or a whimsical twirl. The dreamweavers live for the dramatic.
  • French Cultural References: Infuse the encounter with French cultural references, from art and literature to cuisine. Feel free to exaggerate and play with these references for comedic effect.
  • Humorous Misunderstandings: Lean into humorous misunderstandings stemming from the dreamweavers’ fey perspective. They might misinterpret mortal concerns in charming and amusing ways.

When Diplomacy Fails

In the event that diplomacy fails and the players resort to violence, the Dreamweavers, despite their benign nature, will defend themselves. The encounter is designed to leave the players with a sense of guilt and remorse for harming creatures who were oblivious to the consequences of their actions.

The Dreamweavers:

  • Madame Marceline (Mother):
    • HP: 27 (CR 1)
    • AC: 12
    • Attack: Dreamweaver’s Grasp – Melee Weapon Attack, +4 to hit, reach 5 ft., one target. Hit: 1d6+2 bludgeoning damage. On a successful hit, the target must succeed on a DC 12 Wisdom saving throw or be charmed for 1 minute.
  • Monsieur Remy (Father):
    • HP: 30 (CR 1)
    • AC: 13
    • Attack: Dreamweaver’s Insight – Ranged Spell Attack, +3 to hit, range 30 ft., one target. Hit: 1d8 psychic damage. On a successful hit, the target must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute.
  • Fleur (Daughter):
    • HP: 22 (CR 1)
    • AC: 11
    • Attack: Dreamweaver’s Delight – Melee Weapon Attack, +3 to hit, reach 5 ft., one target. Hit: 1d4+1 slashing damage. On a successful hit, the target must succeed on a DC 11 Charisma saving throw or be charmed for 1 minute.
  • Bastien (Son):
    • HP: 25 (CR 1)
    • AC: 14
    • Attack: Dreamweaver’s Whisper – Ranged Weapon Attack, +4 to hit, range 20 ft., one target. Hit: 1d6+1 piercing damage. On a successful hit, the target must succeed on a DC 13 Wisdom saving throw or be deafened for 1 minute.

Special Notes for the DM:

  1. Innocence in Combat: The dreamweavers fight reluctantly, expressing confusion and sadness rather than aggression. They may shout phrases like “Why are you hurting us?” or “We meant no harm!”
  2. Non-Lethal Damage: The dreamweavers pull their punches, using non-lethal damage to avoid causing permanent harm to the players. Adjust their attacks accordingly.
  3. Retreat Option: If the players continue to press the attack, the dreamweavers may choose to retreat, leaving the players with a sense of unease and guilt.

Conclusion: Return to Lùnastaloch

As the players emerge from the Feyrealm, having navigated the delicate intricacies of the Dreamweavers’ lair, they return to the small village of Lùnastaloch. The air in the Feyrealm fades away, and the familiar surroundings of the material world greet them. As they approach the village, they witness Mayor Eilian attempting to pacify the townsfolk, who are still in the throes of turmoil caused by the shared dreams.

Read Aloud Text:

The sun casts long shadows as you step back into the village of Lùnastaloch. Mayor Eilian stands amidst the townsfolk, trying to calm the animated crowd. A hush falls over the gathering as they notice your return. The mayor, recognizing the heroes’ arrival, waves them over, a glimmer of hope in his tired eyes.

Mayor Eilian: “Good people of Lùnastaloch, fear not! These valiant heroes have returned, having faced the mysterious affliction that befell our village. Let them speak, and you shall find solace in their words.

The Players’ Role: The mayor, seizing the opportunity to quell the unrest, hands over the stage to the players. The crowd looks expectantly, yearning for assurance that the problem has been resolved.

Players’ Response: The players have the opportunity to address the crowd, offering reassurance and confirming that the shared dreams have ceased. The effectiveness of their words will influence the crowd’s response.

Possible Player Dialogue:

  1. Reassurance: “Fear not, good people! The shared dreams have ceased, and the Dreamweavers have been persuaded to alter their ways. Your nights shall be undisturbed once more.”
  2. Vow for Protection: “We, the champions of Lùnastaloch, stand vigilant. The Feyrealm’s influence has been quelled, and we shall ensure your safety.”
  3. Empathy: “We understand the confusion and fear these dreams caused. Rest assured, the Dreamweavers meant no harm. We’ve found a peaceful resolution, and your nights will be tranquil once more.”

Reward: Mayor Eilian, grateful for the players’ intervention, presents them with a pair of golden heirloom rings set with gems worth 150 gold pieces each, symbols of the town’s appreciation.

Outcome: The shared dreams cease that very night, and a newfound tranquility settles over Lùnastaloch. The townsfolk, reassured by the players’ words, gradually return to their normal lives, the unsettling memories of shared dreams fading like mist in the morning sun.

Closing Notes for the DM: This concluding scene allows the players to be the heroes the town desperately needs. The reassurance provided by the players, coupled with the symbolic reward, fosters a sense of closure and gratitude within the village. Consider allowing the players some time for roleplay interactions with the townsfolk, emphasizing the impact of their actions on the community.

Monsters

  1. Nightmare Kin – Humanoid Axeman:
    • CR: 2 (450 XP)
  2. Nightmare Kin – Wolf Form:
    • CR: 2 (450 XP)
  3. Nightmare Kin – Ogre-sized Horror:
    • CR: 3 (700 XP)
  4. Nightmare Kin – Floating Mage:
    • CR: 4 (1,100 XP)

Nightmare Kin – Humanoid Axeman

Medium humanoid (nightmare kin), chaotic evil

Armor Class 14 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.

STR 16 (+3)
DEX 14 (+2)
CON 15 (+2)
INT 8 (-1)
WIS 10 (+0)
CHA 6 (-2)

Skills Athletics +5, Intimidation +1
Senses Darkvision 60 ft., Passive Perception 10
Languages Abyssal

Multiattack. The Nightmare Kin makes two attacks: one with its nightmare blob and one with its ax.

Ax. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage.

Nightmare Blob. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 10 (2d6 + 2) necrotic damage.


Nightmare Kin – Wolf Form

Medium beast (nightmare kin), chaotic evil

Armor Class 12 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 40 ft.

STR 14 (+2)
DEX 16 (+3)
CON 14 (+2)
INT 3 (-4)
WIS 12 (+1)
CHA 6 (-2)

Skills Perception +3
Senses Darkvision 60 ft., Passive Perception 13
Languages

Keen Hearing and Smell. The Nightmare Kin has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) piercing damage.

Nightmare Howl (Recharge 5-6). Each creature within 30 feet of the Nightmare Kin that can hear it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Nightmare Kin – Ogre-sized Horror

Large giant (nightmare kin), chaotic evil

Armor Class 13 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 40 ft.

STR 18 (+4)
DEX 8 (-1)
CON 20 (+5)
INT 5 (-3)
WIS 10 (+0)
CHA 7 (-2)

Skills Perception +2
Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal

Multiattack. The Nightmare Kin makes two greatclub attacks.

Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 4) bludgeoning damage.

Nightmare Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 4) psychic damage. The target must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Nightmare Kin – Floating Mage

Medium humanoid (nightmare kin), chaotic evil

Armor Class 15 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 0 ft., fly 30 ft. (hover)

STR 8 (-1)
DEX 14 (+2)
CON 14 (+2)
INT 16 (+3)
WIS 10 (+0)
CHA 12 (+1)

Skills Arcana +5, Perception +2
Senses Darkvision 60 ft., Passive Perception 12
Languages Abyssal

Innate Spellcasting. The Nightmare Kin’s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:

  • At will: Mage Hand, Minor Illusion
  • 3/day each: Charm Person, Sleep
  • 1/day each: Fear, Phantasmal Force

Ethereal Sight. The Nightmare Kin can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Teleport (Recharge 5-6). The Nightmare Kin magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Nightmare Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 17 (4d6 + 3) psychic damage.